]> purplebirdman git - frog-ninja.git/blob - asset/projectile/projectile_trail_shader.tres
Added shaders to projectile
[frog-ninja.git] / asset / projectile / projectile_trail_shader.tres
1 [gd_resource type="VisualShader" load_steps=23 format=3 uid="uid://w1pxn1nolx5n"]
2
3 [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_baanr"]
4 parameter_name = "speed"
5 default_value_enabled = true
6 default_value = 1.0
7
8 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_baanr"]
9 operator = 2
10
11 [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_2mh5s"]
12 input_name = "time"
13
14 [sub_resource type="Gradient" id="Gradient_2mh5s"]
15
16 [sub_resource type="GradientTexture2D" id="GradientTexture2D_baanr"]
17 gradient = SubResource("Gradient_2mh5s")
18 fill_from = Vector2(0.854701, 0.965812)
19 fill_to = Vector2(0.433761, 1)
20
21 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_baanr"]
22 texture = SubResource("GradientTexture2D_baanr")
23
24 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_2mh5s"]
25 operator = 2
26
27 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_4g5rp"]
28 output_port_for_preview = 0
29 operator = 2
30
31 [sub_resource type="GradientTexture2D" id="GradientTexture2D_luuak"]
32 gradient = SubResource("Gradient_2mh5s")
33 fill_from = Vector2(0.119658, 0.970085)
34 fill_to = Vector2(0.529915, 1)
35
36 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_1f1av"]
37 texture = SubResource("GradientTexture2D_luuak")
38
39 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_2mh5s"]
40 source = 5
41
42 [sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_4g5rp"]
43 parameter_name = "colors"
44
45 [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_2mh5s"]
46 expanded_output_ports = [0]
47
48 [sub_resource type="GradientTexture2D" id="GradientTexture2D_4g5rp"]
49 gradient = SubResource("Gradient_2mh5s")
50 fill_from = Vector2(0, 0.568376)
51 fill_to = Vector2(0, 0)
52
53 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_luuak"]
54 output_port_for_preview = 0
55 texture = SubResource("GradientTexture2D_4g5rp")
56
57 [sub_resource type="FastNoiseLite" id="FastNoiseLite_baanr"]
58 frequency = 0.0033
59
60 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_2mh5s"]
61 seamless = true
62 noise = SubResource("FastNoiseLite_baanr")
63
64 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_4g5rp"]
65 output_port_for_preview = 0
66 texture = SubResource("NoiseTexture2D_2mh5s")
67
68 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_luuak"]
69 operator = 1
70
71 [sub_resource type="VisualShaderNodeClamp" id="VisualShaderNodeClamp_baanr"]
72
73 [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_baanr"]
74
75 [sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_baanr"]
76 default_input_values = [0, 1.0, 1, 0.0, 2, 0.0]
77 op_type = 0
78
79 [resource]
80 code = "shader_type spatial;
81 render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx;
82
83 uniform sampler2D colors;
84 uniform float speed = 1.0;
85 uniform sampler2D tex_frg_4;
86 uniform sampler2D tex_frg_3;
87 uniform sampler2D tex_frg_13;
88 uniform sampler2D tex_frg_18;
89
90
91
92 void fragment() {
93 // UVFunc:21
94         vec2 n_in21p1 = vec2(1.00000, 1.00000);
95         vec2 n_in21p2 = vec2(0.00000, 0.00000);
96         vec2 n_out21p0 = n_in21p2 * n_in21p1 + UV;
97
98
99         vec4 n_out19p0;
100 // Texture2D:19
101         n_out19p0 = texture(colors, n_out21p0);
102
103
104 // Input:12
105         float n_out12p0 = TIME;
106
107
108 // FloatParameter:10
109         float n_out10p0 = speed;
110
111
112 // FloatOp:11
113         float n_out11p0 = n_out12p0 * n_out10p0;
114
115
116 // VectorCompose:8
117         float n_in8p0 = 1.00000;
118         vec2 n_out8p0 = vec2(n_in8p0, n_out11p0);
119
120
121 // UVFunc:7
122         vec2 n_in7p1 = vec2(1.00000, 1.00000);
123         vec2 n_out7p0 = n_out8p0 * n_in7p1 + UV;
124
125
126 // Texture2D:4
127         vec4 n_out4p0 = texture(tex_frg_4, n_out7p0);
128
129
130 // Texture2D:3
131         vec4 n_out3p0 = texture(tex_frg_3, UV);
132
133
134 // FloatOp:5
135         float n_out5p0 = n_out4p0.x - n_out3p0.x;
136
137
138 // Texture2D:13
139         vec4 n_out13p0 = texture(tex_frg_13, UV);
140
141
142 // Texture2D:18
143         vec4 n_out18p0 = texture(tex_frg_18, UV);
144
145
146 // FloatOp:17
147         float n_out17p0 = n_out13p0.x * n_out18p0.x;
148
149
150 // FloatOp:15
151         float n_out15p0 = n_out5p0 * n_out17p0;
152
153
154 // Clamp:6
155         float n_in6p1 = 0.00000;
156         float n_in6p2 = 1.00000;
157         float n_out6p0 = clamp(n_out15p0, n_in6p1, n_in6p2);
158
159
160 // Output:0
161         ALBEDO = vec3(n_out19p0.xyz);
162         ALPHA = n_out6p0;
163
164
165 }
166 "
167 graph_offset = Vector2(-285.482, -150.426)
168 modes/cull = 2
169 nodes/fragment/0/position = Vector2(2860, 360)
170 nodes/fragment/3/node = SubResource("VisualShaderNodeTexture_luuak")
171 nodes/fragment/3/position = Vector2(-420, 1440)
172 nodes/fragment/4/node = SubResource("VisualShaderNodeTexture_4g5rp")
173 nodes/fragment/4/position = Vector2(-420, 500)
174 nodes/fragment/5/node = SubResource("VisualShaderNodeFloatOp_luuak")
175 nodes/fragment/5/position = Vector2(240, 700)
176 nodes/fragment/6/node = SubResource("VisualShaderNodeClamp_baanr")
177 nodes/fragment/6/position = Vector2(2320, 780)
178 nodes/fragment/7/node = SubResource("VisualShaderNodeUVFunc_baanr")
179 nodes/fragment/7/position = Vector2(-1100, 700)
180 nodes/fragment/8/node = SubResource("VisualShaderNodeVectorCompose_baanr")
181 nodes/fragment/8/position = Vector2(-1609.15, 727.385)
182 nodes/fragment/10/node = SubResource("VisualShaderNodeFloatParameter_baanr")
183 nodes/fragment/10/position = Vector2(-2920, 1220)
184 nodes/fragment/11/node = SubResource("VisualShaderNodeFloatOp_baanr")
185 nodes/fragment/11/position = Vector2(-2167.19, 791.113)
186 nodes/fragment/12/node = SubResource("VisualShaderNodeInput_2mh5s")
187 nodes/fragment/12/position = Vector2(-2900, 780)
188 nodes/fragment/13/node = SubResource("VisualShaderNodeTexture_baanr")
189 nodes/fragment/13/position = Vector2(580, 1120)
190 nodes/fragment/15/node = SubResource("VisualShaderNodeFloatOp_2mh5s")
191 nodes/fragment/15/position = Vector2(1660, 700)
192 nodes/fragment/17/node = SubResource("VisualShaderNodeFloatOp_4g5rp")
193 nodes/fragment/17/position = Vector2(1140, 1420)
194 nodes/fragment/18/node = SubResource("VisualShaderNodeTexture_1f1av")
195 nodes/fragment/18/position = Vector2(600, 1700)
196 nodes/fragment/19/node = SubResource("VisualShaderNodeTexture_2mh5s")
197 nodes/fragment/19/position = Vector2(1620, -140)
198 nodes/fragment/20/node = SubResource("VisualShaderNodeTexture2DParameter_4g5rp")
199 nodes/fragment/20/position = Vector2(20, -140)
200 nodes/fragment/21/node = SubResource("VisualShaderNodeUVFunc_2mh5s")
201 nodes/fragment/21/position = Vector2(900, -240)
202 nodes/fragment/connections = PackedInt32Array(6, 0, 0, 1, 3, 0, 5, 1, 4, 0, 5, 0, 7, 0, 4, 0, 8, 0, 7, 2, 11, 0, 8, 1, 10, 0, 11, 1, 12, 0, 11, 0, 5, 0, 15, 0, 15, 0, 6, 0, 13, 0, 17, 0, 18, 0, 17, 1, 17, 0, 15, 1, 19, 0, 0, 0, 20, 0, 19, 2, 21, 0, 19, 0)